X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=627f1b4b9b39872f2422a74a1d8c233d4ed1dfdd;hb=e7c1f7ddb295ad2efb109bb9e054857b809386c4;hp=a8af5a4d91754fef62c5f32abab68a687dd03b8d;hpb=e356fe45dd489969d894461876d1701bb02e79f9;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index a8af5a4d..627f1b4b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -173,6 +173,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier" cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"}; +cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; @@ -205,14 +206,6 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; -cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; -cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"}; -cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; -cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; -cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"}; -cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; -cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"}; -cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; @@ -677,6 +670,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"}, {"#define USEBOUNCEGRID\n", " bouncegrid"}, {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, + {"#define USETRIPPY\n", " trippy"}, }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! @@ -1899,15 +1893,29 @@ void R_GLSL_DumpShader_f(void) Con_Printf("failed to write to hlsl/default.hlsl\n"); } -void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy) { + unsigned int permutation = 0; + if (r_trippy.integer && !notrippy) + permutation |= SHADERPERMUTATION_TRIPPY; + permutation |= SHADERPERMUTATION_VIEWTINT; + if (first) + permutation |= SHADERPERMUTATION_DIFFUSE; + if (second) + permutation |= SHADERPERMUTATION_SPECULAR; + if (texturemode == GL_MODULATE) + permutation |= SHADERPERMUTATION_COLORMAPPING; + else if (texturemode == GL_ADD) + permutation |= SHADERPERMUTATION_GLOW; + else if (texturemode == GL_DECAL) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; if (!second) texturemode = GL_MODULATE; switch (vid.renderpath) { case RENDERPATH_D3D9: #ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation); R_Mesh_TexBind(GL20TU_FIRST , first ); R_Mesh_TexBind(GL20TU_SECOND, second); #endif @@ -1920,7 +1928,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod break; case RENDERPATH_GL20: case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation); R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first ); R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second); break; @@ -1936,20 +1944,23 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod R_Mesh_TexBind(0, first ); break; case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation); R_Mesh_TexBind(GL20TU_FIRST , first ); R_Mesh_TexBind(GL20TU_SECOND, second); break; } } -void R_SetupShader_DepthOrShadow(void) +void R_SetupShader_DepthOrShadow(qboolean notrippy) { + unsigned int permutation = 0; + if (r_trippy.integer && !notrippy) + permutation |= SHADERPERMUTATION_TRIPPY; switch (vid.renderpath) { case RENDERPATH_D3D9: #ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); + R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); #endif break; case RENDERPATH_D3D10: @@ -1960,7 +1971,7 @@ void R_SetupShader_DepthOrShadow(void) break; case RENDERPATH_GL20: case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -1971,18 +1982,23 @@ void R_SetupShader_DepthOrShadow(void) R_Mesh_TexBind(0, 0); break; case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0); + R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation); break; } } -void R_SetupShader_ShowDepth(void) +void R_SetupShader_ShowDepth(qboolean notrippy) { + int permutation = 0; + if (r_trippy.integer && !notrippy) + permutation |= SHADERPERMUTATION_TRIPPY; + if (r_trippy.integer) + permutation |= SHADERPERMUTATION_TRIPPY; switch (vid.renderpath) { case RENDERPATH_D3D9: #ifdef SUPPORTHLSL - R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0); + R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation); #endif break; case RENDERPATH_D3D10: @@ -1993,7 +2009,7 @@ void R_SetupShader_ShowDepth(void) break; case RENDERPATH_GL20: case RENDERPATH_GLES2: - R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation); break; case RENDERPATH_GL13: case RENDERPATH_GLES1: @@ -2001,7 +2017,7 @@ void R_SetupShader_ShowDepth(void) case RENDERPATH_GL11: break; case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0); + R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation); break; } } @@ -2077,7 +2093,7 @@ static int R_BlendFuncFlags(int src, int dst) return r; } -void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane) +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -2091,6 +2107,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float m16f[16]; matrix4x4_t tempmatrix; r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; + if (r_trippy.integer && !notrippy) + permutation |= SHADERPERMUTATION_TRIPPY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) permutation |= SHADERPERMUTATION_ALPHAKILL; if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1]) @@ -4164,6 +4182,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_water_refractdistort); Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_water_scissormode); + Cvar_RegisterVariable(&r_water_lowquality); + Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_lerplightstyles); @@ -4196,15 +4216,6 @@ void GL_Main_Init(void) if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); - - Cvar_RegisterVariable(&r_track_sprites); - Cvar_RegisterVariable(&r_track_sprites_flags); - Cvar_RegisterVariable(&r_track_sprites_scalew); - Cvar_RegisterVariable(&r_track_sprites_scaleh); - Cvar_RegisterVariable(&r_overheadsprites_perspective); - Cvar_RegisterVariable(&r_overheadsprites_pushback); - Cvar_RegisterVariable(&r_overheadsprites_scalex); - Cvar_RegisterVariable(&r_overheadsprites_scaley); } extern void R_Textures_Init(void); @@ -4275,6 +4286,8 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; + if (r_trippy.integer) + return false; for (i = 0;i < r_refdef.view.numfrustumplanes;i++) { // skip nearclip plane, it often culls portals when you are very close, and is almost never useful @@ -4325,6 +4338,8 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c { int i; const mplane_t *p; + if (r_trippy.integer) + return false; for (i = 0;i < numplanes;i++) { p = planes + i; @@ -4624,6 +4639,8 @@ void R_AnimCache_CacheVisibleEntities(void) //================================================================================== +extern cvar_t r_overheadsprites_pushback; + static void R_View_UpdateEntityLighting (void) { int i; @@ -4806,7 +4823,7 @@ static void R_View_UpdateEntityVisible (void) r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } - if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane) + if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer) // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling { for (i = 0;i < r_refdef.scene.numentities;i++) @@ -5545,17 +5562,44 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) } } +extern cvar_t r_drawparticles; +extern cvar_t r_drawdecals; + static void R_Water_ProcessPlanes(void) { int myscissor[4]; r_refdef_view_t originalview; r_refdef_view_t myview; - int planeindex; + int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0; r_waterstate_waterplane_t *p; vec3_t visorigin; originalview = r_refdef.view; + // lowquality hack, temporarily shut down some cvars and restore afterwards + qualityreduction = r_water_lowquality.integer; + if (qualityreduction > 0) + { + if (qualityreduction >= 1) + { + old_r_shadows = r_shadows.integer; + old_r_worldrtlight = r_shadow_realtime_world.integer; + old_r_dlight = r_shadow_realtime_dlight.integer; + Cvar_SetValueQuick(&r_shadows, 0); + Cvar_SetValueQuick(&r_shadow_realtime_world, 0); + Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0); + } + if (qualityreduction >= 2) + { + old_r_dynamic = r_dynamic.integer; + old_r_particles = r_drawparticles.integer; + old_r_decals = r_drawdecals.integer; + Cvar_SetValueQuick(&r_dynamic, 0); + Cvar_SetValueQuick(&r_drawparticles, 0); + Cvar_SetValueQuick(&r_drawdecals, 0); + } + } + // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { @@ -5608,7 +5652,6 @@ static void R_Water_ProcessPlanes(void) // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); r_refdef.view.clipplane = p->plane; - // reverse the cullface settings for this render r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; @@ -5735,13 +5778,29 @@ static void R_Water_ProcessPlanes(void) R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); R_View_Update(); - return; + goto finish; error: r_refdef.view = originalview; r_waterstate.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); - return; +finish: + // lowquality hack, restore cvars + if (qualityreduction > 0) + { + if (qualityreduction >= 1) + { + Cvar_SetValueQuick(&r_shadows, old_r_shadows); + Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight); + Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight); + } + if (qualityreduction >= 2) + { + Cvar_SetValueQuick(&r_dynamic, old_r_dynamic); + Cvar_SetValueQuick(&r_drawparticles, old_r_particles); + Cvar_SetValueQuick(&r_drawdecals, old_r_decals); + } + } } void R_Bloom_StartFrame(void) @@ -5989,7 +6048,7 @@ void R_Bloom_CopyBloomTexture(float colorscale) break; } // TODO: do boxfilter scale-down in shader? - R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; @@ -6025,7 +6084,7 @@ void R_Bloom_MakeTexture(void) GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r,r,r,1); R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; @@ -6041,7 +6100,7 @@ void R_Bloom_MakeTexture(void) brighten = sqrt(brighten); if(range >= 1) brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle" - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true); for (dir = 0;dir < 2;dir++) { @@ -6222,7 +6281,7 @@ static void R_BlendView(void) R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); break; } - R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } @@ -6241,7 +6300,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -6349,7 +6408,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -7001,7 +7060,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa } R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL); R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } @@ -7017,7 +7076,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh return; GL_CullFace(GL_NONE); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); prog = 0; SV_VM_Begin(); @@ -7167,7 +7226,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight } } // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL); R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0); } @@ -7355,7 +7414,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms) static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; - index = parms[2] + r_refdef.scene.time * parms[3]; + index = parms[2] + rsurface.shadertime * parms[3]; index -= floor(index); switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1)) { @@ -7391,7 +7450,8 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; - float f; + double f; + double offsetd[2]; float tcmat[12]; matrix4x4_t matrix, temp; switch(tcmod->tcmod) @@ -7410,19 +7470,22 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t break; case Q3TCMOD_ROTATE: Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); - Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: - Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0); + // extra care is needed because of precision breakdown with large values of time + offsetd[0] = tcmod->parms[0] * rsurface.shadertime; + offsetd[1] = tcmod->parms[1] * rsurface.shadertime; + Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0); break; case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures) w = (int) tcmod->parms[0]; h = (int) tcmod->parms[1]; - f = r_refdef.scene.time / (tcmod->parms[2] * w * h); + f = rsurface.shadertime / (tcmod->parms[2] * w * h); f = f - floor(f); idx = (int) floor(f * w * h); Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0); @@ -7500,7 +7563,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } @@ -7511,9 +7574,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation if (rsurface.ent_alttextures && t->anim_total[1]) - t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0]; + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0]; else - t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0]; + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } @@ -7533,16 +7596,16 @@ texture_t *R_GetCurrentTexture(texture_t *t) R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin); t->currentskinframe = r_qwskincache[i].skinframe; if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; } else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; + t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = rsurface.colormod[3]; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) + if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later @@ -7783,8 +7846,8 @@ void RSurf_ActiveWorldEntity(void) memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; - rsurface.ent_shadertime = 0; rsurface.ent_flags = r_refdef.scene.worldentity->flags; + rsurface.shadertime = r_refdef.scene.time; rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; @@ -7894,8 +7957,8 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = ent->skinnum; rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; - rsurface.ent_shadertime = ent->shadertime; rsurface.ent_flags = ent->flags; + rsurface.shadertime = r_refdef.scene.time - ent->shadertime; rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -8063,8 +8126,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.skeleton = NULL; rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; - rsurface.ent_shadertime = shadertime; rsurface.ent_flags = entflags; + rsurface.shadertime = r_refdef.scene.time - shadertime; rsurface.modelnumvertices = numvertices; rsurface.modelnumtriangles = numtriangles; rsurface.matrix = *matrix; @@ -8576,20 +8639,53 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP)) { if (batchneed & BATCHNEED_ARRAY_VERTEX) - memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); - if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f) - memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); - if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f) { - memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); - memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + if (rsurface.batchvertex3f) + memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + else + memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3])); + } + if (batchneed & BATCHNEED_ARRAY_NORMAL) + { + if (rsurface.modelnormal3f) + memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + else + memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3])); + } + if (batchneed & BATCHNEED_ARRAY_VECTOR) + { + if (rsurface.modelsvector3f) + { + memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + } + else + { + memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3])); + memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3])); + } + } + if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) + { + if (rsurface.modellightmapcolor4f) + memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4])); + else + memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4])); + } + if (batchneed & BATCHNEED_ARRAY_TEXCOORD) + { + if (rsurface.modeltexcoordtexture2f) + memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + else + memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2])); + } + if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) + { + if (rsurface.modeltexcoordlightmap2f) + memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + else + memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2])); } - if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f) - memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4])); - if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f) - memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); - if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f) - memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); } RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); numvertices += surfacenumvertices; @@ -8713,6 +8809,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); // rsurface.batchnormal3f_vertexbuffer = NULL; // rsurface.batchnormal3f_bufferoffset = 0; + // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1) + if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex)) + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex)) + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); // a single autosprite surface can contain multiple sprites... for (j = 0;j < batchnumvertices - 3;j += 4) { @@ -8849,9 +8950,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float vertex[3]; float *normal = rsurface.batchnormal3f + 3*j; VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex); - normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); + normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); + normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); + normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); VectorNormalize(normal); } if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL @@ -8915,7 +9016,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // rsurface.batchnormal3f_bufferoffset = 0; for (j = 0;j < batchnumvertices;j++) { - scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1]; + scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1]; VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j); } // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check @@ -9009,7 +9110,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { amplitude = rsurface.texture->tcmods[0].parms[1]; - animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3]; + animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3]; // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; // rsurface.batchtexcoordtexture2f_bufferoffset = 0; @@ -9429,7 +9530,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); skyrenderlater = true; RSurf_SetupDepthAndCulling(); GL_DepthMask(true); @@ -9439,12 +9540,12 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer) { R_Mesh_ResetTextureState(); if (skyrendermasked) { - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw @@ -9458,7 +9559,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ } else { - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); @@ -9483,7 +9584,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render screenspace normalmap to texture GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); } @@ -9510,18 +9611,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render water or distortion background GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false); RSurf_DrawBatch(); // blend surface on top GL_DepthMask(false); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false); RSurf_DrawBatch(); } else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)) { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false); RSurf_DrawBatch(); } } @@ -9530,7 +9631,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface // render surface batch normally GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) GL_AlphaTest(true); RSurf_DrawBatch(); @@ -9757,7 +9858,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const float c[4]; // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); if(rsurface.texture && rsurface.texture->currentskinframe) { @@ -9863,7 +9964,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const RSurf_DrawBatch_GL11_ClampColor(); R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); RSurf_DrawBatch(); } else if (!r_refdef.view.showdebug) @@ -10065,7 +10166,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); // R_Mesh_ResetTextureState(); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false); } RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); @@ -10378,7 +10479,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i]; R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0); } @@ -10832,10 +10933,10 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) lifetime = cl_decals_time.value + cl_decals_fadetime.value; if (decalsystem->lastupdatetime) - frametime = (cl.time - decalsystem->lastupdatetime); + frametime = (r_refdef.scene.time - decalsystem->lastupdatetime); else frametime = 0; - decalsystem->lastupdatetime = cl.time; + decalsystem->lastupdatetime = r_refdef.scene.time; decal = decalsystem->decals; numdecals = decalsystem->numdecals; @@ -10912,7 +11013,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) else RSurf_ActiveModelEntity(ent, false, false, false); - decalsystem->lastupdatetime = cl.time; + decalsystem->lastupdatetime = r_refdef.scene.time; decal = decalsystem->decals; faderate = 1.0f / max(0.001f, cl_decals_fadetime.value); @@ -10996,7 +11097,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) // now render the decals all at once // (this assumes they all use one particle font texture!) - RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); + RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); // R_Mesh_ResetTextureState(); R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f); GL_DepthMask(false); @@ -11005,7 +11106,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) GL_DepthTest(true); GL_CullFace(GL_NONE); GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); - R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false); R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0); } } @@ -11062,7 +11163,7 @@ void R_DrawDebugModel(void) { float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f; flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); GL_DepthTest(false); GL_DepthMask(false); GL_DepthRange(0, 1); @@ -11092,7 +11193,7 @@ void R_DrawDebugModel(void) flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; // R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); @@ -11204,7 +11305,7 @@ void R_DrawDebugModel(void) { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface); qglBegin(GL_LINES); - if (r_shownormals.value < 0) + if (r_shownormals.value < 0 && rsurface.batchnormal3f) { for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { @@ -11227,6 +11328,9 @@ void R_DrawDebugModel(void) GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } + } + if (r_shownormals.value > 0 && rsurface.batchtvector3f) + { for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v); @@ -11236,6 +11340,9 @@ void R_DrawDebugModel(void) GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } + } + if (r_shownormals.value > 0 && rsurface.batchnormal3f) + { for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { VectorCopy(rsurface.batchvertex3f + l * 3, v);